Space
Vars | |
active | TRUE if a dude is here (DOES NOT APPLY TO THE "SPACE" AREA) |
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allowed_restricted_z | Are mobs normally excluded from restricted Z levels allowed to exist here even on restricted Z levels? |
area_parallax_render_source_group | The parallax layer render source group that this area should use. |
being_captured | Is the area currently being captured/tagged in gang mode |
blocked | set to TRUE to inhibit entrance into this area, may not work completely yet. |
do_not_irradiate | |
dont_log_combat | Don't combat/explosion log this area (for VR and other gimmicks) |
dynamic_map_colour_group | Whether this area should be rendered separately to allow for the map colour to be changed during the game, and if so what area group to be rendered with. |
filler_turf | if set, replacewithspace in this area instead replaces with this turf type |
gang_base | is this a gang's base (uncaptureable)? |
gang_owners | gang that owns this area in gang mode |
irradiated | space blowouts use this, should always be 0 |
is_centcom | for escape checks |
machines | Local list of obj/machines found in the area |
map_generator | This datum, if set, allows terrain generation behavior to be ran on world/proc/init() |
may_eat_here_in_restricted_z | If the area is on a restricted z leve, this controls if people can eat within it. (The reason for this might shock you!) |
minimaps_to_render_on | A flag system for determining which minimap types this area should be rendered on. For available flags, see _std/defines/minimap.dm . |
occlude_foreground_parallax_layers | Whether foreground parallax layers should be occluded from rendering over the contents of this area. |
permarads | Blowouts don't set irradiated on this area back to zero. |
population | List of all dudes who are here |
sanctuary | set to TRUE to inhibit attacks in this area. |
sound_environment | default environment for sounds - see sound datum vars documentation for the presets. |
sound_loop | Set to a sound you want to loop in an area |
sound_loop_vol | Volume for [sound_loop] |
station_map_colour | What colour should be displayed for this tile on the station map? |
storming | for Battle Royale gamemode |
teleport_blocked | Cannot teleport into this area without some explicit set_loc thing. 1 for most things, 2 for definitely everything. |
typeinfo_type | |
workplace | Do people work here? |
Procs | |
Entered | Gets called when a movable atom enters an area. |
Exited | Gets called when a movable atom exits an area. |
_toggle_foreground_parallax_occlusion | toggles foreground parallax occlusion for an area (and all turfs in the area) at runtime. For varediting and nothing else, really |
area_process | Called by /datum/controller/process/area_process. Runs while area is active, every (gaussian distrib. centered on 12 from 6 to 18) SECONDS |
cancel_sound_loop | Cancel a mob's ambient sound loop when leaving an area |
clear_usage | sets all current usage of power to 0 |
find_middle | Returns the turf in the middle of the area. Returns null if none can be found. |
firealert | Causes a fire alert in the area if there is not one already set. Notifies AIs. |
firereset | Resets the fire alert in the area. Notifies AIs. |
get_type | returns a list of objects matching type in an area |
get_z_level | This might be really stupid, but I can't think of a better way |
power_change | Called when power status changes. Updates machinery and the icon of the area. |
poweralert | Causes a power alert in the area. Notifies AIs. |
powered | Determines is an area is powered or not. |
update_icon | Updates the icon of the area. Mainly used for flashing it red or blue. See: old party lights |
usage | Returns the current usage of the specified channel |
use_power | Uses the specified ammount of power for the specified channel |
Var Details
active
TRUE if a dude is here (DOES NOT APPLY TO THE "SPACE" AREA)
allowed_restricted_z
Are mobs normally excluded from restricted Z levels allowed to exist here even on restricted Z levels?
area_parallax_render_source_group
The parallax layer render source group that this area should use.
being_captured
Is the area currently being captured/tagged in gang mode
blocked
set to TRUE to inhibit entrance into this area, may not work completely yet.
do_not_irradiate
-
Don't irradiate this place during the blowout event
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Definitely DO NOT var-edit areas in the map editor because it apparently causes individual tiles
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to become detached from the parent area.
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Example: APCs belonging to medbay or whatever that are in adjacent maintenance tunnels,
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not in the same room they're powering.
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If you set the d_n_i flag, it will render them useless.
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dont_log_combat
Don't combat/explosion log this area (for VR and other gimmicks)
dynamic_map_colour_group
Whether this area should be rendered separately to allow for the map colour to be changed during the game, and if so what area group to be rendered with.
filler_turf
if set, replacewithspace in this area instead replaces with this turf type
gang_base
is this a gang's base (uncaptureable)?
gang_owners
gang that owns this area in gang mode
irradiated
space blowouts use this, should always be 0
is_centcom
for escape checks
machines
Local list of obj/machines found in the area
map_generator
This datum, if set, allows terrain generation behavior to be ran on world/proc/init()
may_eat_here_in_restricted_z
If the area is on a restricted z leve, this controls if people can eat within it. (The reason for this might shock you!)
minimaps_to_render_on
A flag system for determining which minimap types this area should be rendered on. For available flags, see _std/defines/minimap.dm
.
occlude_foreground_parallax_layers
Whether foreground parallax layers should be occluded from rendering over the contents of this area.
permarads
Blowouts don't set irradiated on this area back to zero.
population
List of all dudes who are here
sanctuary
set to TRUE to inhibit attacks in this area.
sound_environment
default environment for sounds - see sound datum vars documentation for the presets.
sound_loop
Set to a sound you want to loop in an area
sound_loop_vol
Volume for [sound_loop]
station_map_colour
What colour should be displayed for this tile on the station map?
storming
for Battle Royale gamemode
teleport_blocked
Cannot teleport into this area without some explicit set_loc thing. 1 for most things, 2 for definitely everything.
typeinfo_type
area
A grouping of tiles into a logical space. The sworn enemy of mappers.
workplace
Do people work here?
Proc Details
Entered
Gets called when a movable atom enters an area.
Exited
Gets called when a movable atom exits an area.
_toggle_foreground_parallax_occlusion
toggles foreground parallax occlusion for an area (and all turfs in the area) at runtime. For varediting and nothing else, really
area_process
Called by /datum/controller/process/area_process. Runs while area is active, every (gaussian distrib. centered on 12 from 6 to 18) SECONDS
cancel_sound_loop
Cancel a mob's ambient sound loop when leaving an area
clear_usage
sets all current usage of power to 0
find_middle
Returns the turf in the middle of the area. Returns null if none can be found.
firealert
Causes a fire alert in the area if there is not one already set. Notifies AIs.
firereset
Resets the fire alert in the area. Notifies AIs.
get_type
returns a list of objects matching type in an area
get_z_level
This might be really stupid, but I can't think of a better way
power_change
Called when power status changes. Updates machinery and the icon of the area.
poweralert
Causes a power alert in the area. Notifies AIs.
powered
Determines is an area is powered or not.
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chan - the power channel, possibilities: (EQUIP, LIGHT, ENVIRON)
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return true if the area has power to given channel, false otherwise, null if channel was not specified
update_icon
Updates the icon of the area. Mainly used for flashing it red or blue. See: old party lights
usage
Returns the current usage of the specified channel
- required - chan - the power channel, possibilities: (EQUIP, LIGHT, ENVIRON, TOTAL)
use_power
Uses the specified ammount of power for the specified channel
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required - amount - the amt. of power to use
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required - chan - the power channel, possibilities: (EQUIP, LIGHT, ENVIRON)